05-03-2012, 08:26 AM
Well, Commandos have a lot going against them in hard mode.
1. All of the later enemies run faster than the commando, due to armor weight and/or agility differences.
2. Later enemies have crush-through capabilities, which effect Commandos the most, since they can only do their job at point blank, and cannot hit-and-run like Knights.
3. Even with higher Ironflesh, and more armor, Commandos will usually only be able to take one or two more hits before dying compared to a Sniper or a Knight.
4. Most of the high end Commando weapons deal Cut damage, which is vastly inferior to pierce or blunt, due to the high armor values seen in hard mode.
The only thing Commandos are really good at is functioning as self-replenishing deployable shields, which seems to be frowned upon as a gameplay strategy. Given the nature of the Commando's role in the battlefield, it'll be really hard to balance between unplayable and unstoppable juggernaut since there isn't a way for them to hit-and-run enemies that have much lower armor weights.
1. All of the later enemies run faster than the commando, due to armor weight and/or agility differences.
2. Later enemies have crush-through capabilities, which effect Commandos the most, since they can only do their job at point blank, and cannot hit-and-run like Knights.
3. Even with higher Ironflesh, and more armor, Commandos will usually only be able to take one or two more hits before dying compared to a Sniper or a Knight.
4. Most of the high end Commando weapons deal Cut damage, which is vastly inferior to pierce or blunt, due to the high armor values seen in hard mode.
Quote:Armor gives damage soak (some amount of damage has no effect) and damage reduction (rest of the damage has reduced effect). Soak and reduction values are different for each type of damage but the same for all armors. Damage is rolled from 50-100% of the listed weapon's damage. Armor also rolls from 50-100% of listed rating. Result is damage roll*(1-soak*armor roll)*(1-reduction percentage).
armor_soak_factor_against_cut = 0.8
armor_soak_factor_against_pierce = 0.65
armor_soak_factor_against_blunt = 0.5
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.5
armor_reduction_factor_against_blunt = 0.75
The only thing Commandos are really good at is functioning as self-replenishing deployable shields, which seems to be frowned upon as a gameplay strategy. Given the nature of the Commando's role in the battlefield, it'll be really hard to balance between unplayable and unstoppable juggernaut since there isn't a way for them to hit-and-run enemies that have much lower armor weights.